Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Invisible Jumpgates

The general place to discuss MOD''ing Freelancer!

Post Mon Jan 17, 2005 5:48 pm

Invisible Jumpgates

Would it be possible to make a jumpgate invisible (it would still appear on target list, thus could be docked with... i think) , and still retain the effect of the wormhole generation? If so, how?

Post Mon Jan 17, 2005 6:41 pm

Make a really small moddle (almost invisible)

Post Tue Jan 18, 2005 7:12 am

Couldn`t u just use a wormhole and take away the effect?

Post Tue Jan 18, 2005 8:51 am

Couldnt you just comment the texture? would prolly work, youd still have the ugly particles tho...

Post Tue Jan 18, 2005 8:52 am

you could also rename the jumpgate sur file and the mat file... no mat # no visual, no sur = no collision. See Freeworlds for their solution... Star Wars type 'hyper bouys'...

+++ out of cheese error - redo from start +++

Xtreme Team Studios

Post Tue Jan 18, 2005 9:13 am

How about setting it's LOD distance to 0,1 or something.
If I remember correctly, that is why the Fuchu asteroid doesn't show up in the orignial game... the LOD was incorrect.

Post Sun Jan 30, 2005 9:29 am

Try copying the jumphole's 3db file. Then, remove all 3 VMesh subentries. In theory, the thing would be a bunch of hardpoints use for the jumphole and attaching the FX etc. without a real model.

Post Thu Mar 24, 2005 1:18 pm

sorry this is kinda late, but the solution is kinda simple really, after a bit of studying.

when i was making a nomad hypergate thingy sometime ago, i noticed that the model for a jumphole is just that semi-torus shape seen in your subsystem targeting display window. However, in the model files it also notes that it is seethrough, and a line in solars.ini says it is a jumphole, which (if i remember correctly) allows a player to fly right through. The only thing that makes the jumphole .cmp a jumphole is the big docking sphere, and a couple of hardpoints. in one of those SOLAR folder files, solar_loadouts.ini or something, the jumphole loadout is basically an effect, and that is it. Thats because the wormhole flashy gassy foamy stuff is an effect, and like the fire damage on your ship, is a looping effect.
Remove this, and the jumphole is invisible. You can also have some fun and replace it with another thing from effects.ini (i was trying to use the osiris cloak FX (very pretty) but i couldn't get it to loop. ALE Stuff i believe)

however, there are still those ugly rings when you DO dock with it, and those are just as easily removed and replaced. in FX\jumpeffect.ini, look for the jumphole entry, and the effect should be easily removed from a line that says dock_ring_effect or something like that.

invisible jumphole is complete.

remember, i'm saying this off the top of my head, i havent touched my mods for more than 6 months now. i know thats how you do it, just the file names may bea bit off.

Return to Freelancer General Editing Forum